Affiliation:
1. Hakkari University, Turkey
2. Yildiz Technical University, Turkey
Abstract
Various methods and technological tools have been utilized to meet the unique needs of adult learners. One of the recent methods is gamification, in which game elements and mechanics were utilized within a non-gaming context. This chapter reviews the literature and presents an overview of gamification implementations to develop systematic understanding of how gamification can be integrated into the adult learning process. An electronic search of articles from 2009 to 2019 was conducted, and 23 studies were reviewed in detail. The study shows gamification has mainly been utilized within the workplace environment and in the health education. The principle investigated constructs were satisfaction, motivation, engagement, and knowledge acquisition. Although the reviewed papers reported promising results in terms of utilizing gamification for adult learning, further research is needed.
Cited by
3 articles.
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